[info-performer] Re: OpenGL Shading Language in Performer 3.2?

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yuri++at++yurix-sim.com
Date: 09/08/2004 12:47:43


Hi Alex,

Thanks for your contribution. In addition to multipass and targets, I also
put a big ? on mixing programs so that one can add effects across the
scenegraph to objects that already have shaders assigned (possibly as
materials from the DCC), maybe with interfaces but I am not there yet.

Regards,
Yuri.

Alexandre Naaman writes:

> Hi again,
>
> [clip]
>> I am curious about the new pfShaderObjects. Seems like the PF-team though of
>> an ATI RenderMonkey integration.
>> Would be good to then have some kind of multi-pass-node as needed by CgFX and
>> also RenderMonkey to render effects.
> [clip]
>
> Surpringly enough, even without having put much thought into supporting
> RenderMonkey style shaders I found that what was implemented mapped quite
> well to what RenderMonkey provided in terms of functionality.
>
> That being said, there still are some issues (and big ones at that) like
> how to handle different render targets and multipass effects. We're
> scrambling to try and get these things settled ASAP. If you've got
> suggestions please feel free to send them to us! (but note that we're in
> crunch time for 3.2 so it will be difficult for us to make many
> architectural changes at this point in time for the release; but you never
> know ...)
>
> A+,
>
> Alex.
>
 


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